Psychology game



March l-O, 1964 G. H. WEEDMAN PSYCHOLOGY GAME 5 Shee'cs--Sheefl 1v Filed Oct. 14. 1957 INVENTOR.

GAIL H. WEEDMAN March 10, 1964 Filed oct. 14. 1957 FIG. 2

G. H. WEEDMAN PSYCHOLOGY GAME 3 Sheets-Sheet 2 TOM IS PLAYING WITH HIS TRAIN WHEN HIS KID BROTHER ASKS HIM TO PLAY CATCH TOM IS REACHING FOR A COOKIE WHEN HIS MOTHER SLAPS HIS HAND 4 THE GIRL AHEAD oF TDM oN THE Bus TossEs HER HEAD. PIGTAlLs TEMPTINGLY DANGLE ovER THE BACK oF rHE sEAT TOM TEASES INVENTOR.'

GAI L. H. WEEDMA N BY ifm' Filed Oct. 14. 1957 G. H. WEEDMAN PSYCHOLOGY GAME 3 Sheets-Sheet 3 SLAPS HIS HAND THE GIRL AHEAD OF TOM ON THE BUS TOSSES HER GLE OVER THE 42 FIG. 4

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o 'n a o //44 S 2z I; o 8 E r I if 5 N im 2 z 2 2 z o o o m E: E l- I- E i- CIRCUMSTANCES *1 46 .4 Tom HAs A sNowBALl. L N HAND wHEN THE f- 5 7 scHooL BULLY wALKs 5 l .s 3 3 l BY l 5'6 54 48 ToMls PLAYTNG w|TH Hls l .Q l TRAIN wHEN Hls NID BROTHER AsKs HIM To 4 4 3 PLAY cATcH (o TOM ls REACHING FoR A (f) coomE wHEN Hrs MOTHER FIG.7

2 /f E? Ew INVENTOR.'

GAIL H. WEEDMAN United States Patent O 3,124,358 PSYCHOLOGY GAME Gail H. Weedman, Peoria, Ill. (211 Lody Lane, Kokomo, Ind.) Filed Oct. 14, 1957, Ser. No. 689,929 Claims. (Cl. 273-134) This invention relates to a game in which average participants are required to be experts to the extent oi? judging a predetermined chanacters reaction or response to a given situation or circumstance, the participants receiving scores based on ratings of each pairing of a response with a circumstance, such ratings having been established by professional experts in the field concerned.

The game can be designed for any desired area of human activity. The ratings would be provided by one or a panel of experts in 'the chosen area of such activity. Where the action concerns an average person in his daily surroundings, the ratings can very properly be established by a professional psychologist.

Although there is room ior considerable dijerences of Opinion `as to what makes a game interesting, undoubtedly two important factors are: The principle or principles involved; and the mechanism by which the principles are put into operation by the players. A commercially acceptable game must have a successful combination of interesting game principles and entertaining mechanical means. by which the participants apply the principles.

It is accordingly an object of this invention to provide a novel game principle which will require the participants to understand other people and their reactions, and will appeal to an Iaverage cross section of the people; it is also an object of the invention to provide an interesting and entertaining mechanism for the application of the principle. game in which, basically, an individual having assumed characteristics is faced with a variety of situations, and participants in the game `are required to determine the individuals probable reaction, being rated on the basis of the reasonableness of the choice. There is an element of chance in both the situations and the responses, with the result that a players score depends on a combination of chance 'and skill. 'Ilhe mechanical aspects of the game are realized in a playing board having a number of situations each of which is paired with each one of a number of reactions and a rating assigned to each such pairing. Mechanical means are provided to determine the hating of each reaction selected by a player, yfrom among those available to him, to the particular situation which confronts him and is determined by chance.

in the drawings:

FIG. l is a top pl-an view of one embodiment which a board game made according to this invention can take; because FIG. 1 is on a rather small scale, certain index numbers which appear on other figures are omitted from FIG. 1; as here shown, the two circular portions on this ligure are not identical in order to better illustrate how the spiral is plotted, as will be explained below; in an actual game, the two circular portions Iwill look alike These and other objects are accomplished in a- 3,124,358 Patented Mar. 10, 1964 lee 2 except for the rating numbers visible through the window means;

FIG. 2 is an enlarged detail of a portion of the invention with parts broken away -for ease of understanding and describing the invention; this ligure shows the embodiment of FIG. 1 except that a series of |holes is shown on a spiral curve in FIG. 2 instead of the spiral slot shown in FIG. l;

FIG. 3 is a View showing four typical loose pieces forming a part of the mechanism of one embodiment of the invention, the pieces illustrated in FIG. 3 normally taking the form of cards;

FIG. 4 is an enlarged portion of a board gaine comprising another embodiment of the present invention;

FIG. 5 is a view in section on line 5-5 of FIG. 4;

FIG. 6 4is a View in section on line 6-6 of FIG. 4 but on a larger scale; and

FIG. 7 is a view of a portion of the mechanism shown in FIG. 4 but illustrating a modification of that embodiment.

Referring now in detail to the drawings, and at this time more particularly to FIGS. 1 3, the embodiment there shown includes a board 2. Around the edge or periphery of board 2, there is a playing track indicated generally at 4. The playing track is divided up, in the preferred form, into anurnber of spaces (here shown as rectangles) of substantially identical size. In order to give the players some indication of progress along the track, the spaces can be and preferably are numbered in order. Thus the playing track constitutes means to provide a cumulative total of each players ratings.

Reference was made above to situations (or circumstances) and reactions (or responses). The circumstances or situations taken together constitute a predetermined grouping of variables, and the responses or reactions taken together constitute another predetermined grouping of variables. One grouping of variables is set forth in the playing track 4, in which case each rectangle sets forth one of the Variables of the particular grouping concer-ned and the track as a whole comprises a progression of those variables. This representation of the variables may be verbal or pictorial. The embodiment shown in FIG. 2 sets forth the circumstance variables in the Verbal form. 'l'lhe other grouping of variables is then provided in the loose pieces, preferably in the form of cards, and the embodiment shown in FIG. 3 illustrates the response variables in the lform of cards 6. Again, these may be verbal or pictorial and as seen in FIG. 3 they are set forth verbally. It will of course be understood that either grouping of variables can be set forth in the playing track, and the other grouping will then be set for-th in lthe loose pieces or cards.

As will be shown below, each participating player must select from the cards in his possession the most suitable or appropriate response or reaction -for the situation or circumstance confronting him. The game provides a rat ing for each pairing or a response with a circumstance. The ratings are established by an expert or a panel of experts who, in a game involving an average person in his daily surroundings, would be professional psycholo- Lon/2110028224851512835155787025556546 [Situations 1-20] [Situations 21-40] TOM ILS FRIENDLY circumstances and 36 responses are set forth hereinbellow (21) (22) (23) (24) (25) (2e) (27) (2s) (2o) (so) (31) (a2) (33) (34) (35) (as) (37) (as) (s9)|(4o) for the pairing of 40 Responses gsts. Such ratings can be set forth in tabular form, and two examples of the ratings given Responses TOM IS UN-FRIENDLY [Situations 1-20] oon/70166601533042282308647601100567566 08680127501oo l255143010541005014161436 .l0631.2co161.38143235535137787026241254 Responses [Situations 21-40 Responses In the charts set forth above, the numbers 1 through (5) Tom |wants his baseball glove which is in the living 4() represent circumstances While the numbers 1 through room. However, his mother is entertaining friends in 36 represent responses. For the ratings given above, the 65 that room. circumstances `and responses are as follows: (6) Tom is telling a joke to a friend when t-Wo other stu- Cz'rcumstances dents approach- (l) Tom has a snowball in his hand when the school bully (7) when everyone yells 5111131155 13S Tom enters the his younger brother room, he learns the party is planned for him. 70 (8) Toms mother accidentally gives a larger piece of pie. (9) Tom notices he is the `only one who did not bring ain when his kid brother swimming sul (3) Tom is reaching for a cookie when Vhis mother slaps ibis hand. (4) The girl ahead of Tom on the bus tosses her head.

d swimming party.

75 hands.

Pigtails temptingly dangle over the back of the seat.

(l1) While Torn is buying a hotdog at the football game an acquaintance asks Tom to buy one for him.

( 12) Torn stumbles and falls when without warning a boy who is larger than Tom gives him a push.

(13) Tom unwraps his lunch in the new school cafeteria :and then notices that everyone else bought his lunch.

(14) A boy with whom Tom hada iight wants to join the club of which Tom is president.

( A schoolmate calls Toma sissy.

(16) Tom is playing baseball when his mother asks him to go to the store.

(17) Tom teases another boy and gets hit.

(18) A few minutes after Toms mother scolds him, his

baby brother picks up Toms prize model plane.

(19) The teacher asks for volunteers for the school play.

() a classmate laughs when Tom misspells an easy word.

(21) The basketball coach tells Torn, You just arent good enough to play on the team.

(22) Toms father says, Irn telling you for the last time.

You arent going to the movies tonight.

(23) After the party the chairman asks for volunteers to help clean up the place.

(24) Toms sister wants to borrow his skates for her boyfriend.

() Tom overhears two girls talking: Torns clumsy as `an ox.

(26) Toms father says, I have arranged for you to spend two weeks at a boys camp.

(27) After Toms neighborhood team loses a basketball game, he meets one of the opposing players in a drugstore.

(28) The school principal bumps into Tom in the hallway.

(29) A schoolmate notices the higher `grades on Torns report card and says, Bookworm- After the game all of Toms friends gather around the top scorer and ignore Tom and the rest of the team.

(3l) A pretty girl kisses Tom lat the party.

(32) The neighborhood gang asks Tom to be its leader.

(33) A schoolmate accidentally tears Toms shirt sleeve while playing.

(34) Toms mother and father laugh when he tells them he has a steady.

( Tom enters the hall where the school dance is being held and sees several pretty ginls standing nearby.

(36) Tom proudly tells his father that he hit a home run.

Thats nice, his father says Without enthusiasm.

(37) Tom meets his blind date and sees that she is very homely.

(38) Tom weans on old suit to the spring dance and sees that everyone else is wearing a new one.

(39) Toms mother gives his friends the remainder of the cake when they drop in unexpectedly.

() Sunday afternoon Torns father suddenly decides he needs the car although he had promised to let Tom use it.

Responses (1) 'Iom grins and waves his hand.

(2) Tom hits him.

(3) Tom frowns.

(4) Tom looks angry.

(5) Tom laughs.

(6) Tom teases.

(7) Tom looks away unsmilingly.

(8) Tom stops.

(9) Tom makes a face.

(10) Tom smiles.

(11) Tom laughs and pretends to hit.

(12) Tom objects.

(13) Tom continues.

(14) Tom shrugs his shoulders.

(15) Tom rushes forward.

(16) Tom grits his teeth.

( 17) Tom steps backward.

(18) Tom disagrees.

The two charts of ratings given above clearly show that the numbers representing the ratings are arranged in two sets of intersecting rows, namely horizontally and vertically. Furthermore, each row of one set is applicable to an assigned one of a predetermined grouping of circurnstance variables. and each row of the other set is applicable to an assigned one of a predetermined grouping of response variables. In the embodiment of the game shown in FIGS. l-3, the ratings are set forth in chart form (discs 8) and again are arranged in two sets of rows. One set of rows forms a plurality of radial lines, and the other set of rows forms a plurality of concentric circles. If desired, the chart may be printed directly on the board; however, in a preferred form of this invention, the chart is printed on a disc 8 which is mounted to pivot iabout a pivot pin 1G. It will be noted that there are 40 radial lines corresponding to the 40 rows of numbers in each of the charts above, and there are 36 concentric circles of numbers corresponding to the 36 rows of those same charts.

The mechanism for playing the game includes means to isolate a row or -a portion of a row of one of the two sets of rows. In the embodiment shown in FIGS. 13, this means takes the form of radial lines on a disc 12 pivoted about pivot pin 10 so as to be coaxial with the chart disc 8. As shown, disc 12 carries a number of radial lines 14. There are as many radial lines 14 as there are concentric circles of numbers on the chart of disc S-namely 36 in the embodiment shown here. The disc 12 is provided with Window means through which the ratings can be read. In the embodiment shown, the window means has a spiral configuration. The window means can take the form of a continuous (or substantially continuous) spiral slot as seen on the right in FIG. 1. Alternatively, the window means can take the form of a plurality of openings arranged in a spiral, there being an opening on each of the radial lines.

In the case of the substantially continuous spiral slot, the slot is wide enough to read a rating number through it when it is properly registered with respect to the chart below it. In the alternative form in which the window means comprises a plurality of holes arranged in a spiral, each hole is large enough to permit a player to read a rating number through it, again, when the spiral disc is properly oriented with respect to the chart disc below it.

It may be pointed out at this time how the spiral is determined. This is shown on the Tom Is Friendly part of FIG. l. Reference was made above to the fact that disc 12 is provided with a number of radial lines 14. These lines are equally spaced and are equal in number to the number of concentric circles of rating numbers (on the chart on disc 8). In addition, for the purpose of plotting the spiral, disc 12 is ruled with a number of equally spaced concentric circles, these being equal in number to the number of radial lines. For the sake of mechanical strength of the disc 12, the outermost circle should not be too close to the outer periphery of the disc; in order to meet the spacing requirements of the numbers in the innermost circle, the innermost circle must not be too close to the center.

With disc 12 provided with the proper number of radial lines and an equal number of concentric circles as set forth above, the radial lines are preferably numbered ordinally at the periphery of the disc. Thus, in the embodiment shown, the radial lines are numbered 1 through 36. (Some of these numbers appear in FIG. 2.) Then, an x or other identification means is placed at the intersection of radial line 1 with the outermost concentric circle, which we may call circle number 1. Similarly, an x is placed at the intersection of radial line 2 with the next circle, and so forth until each radial line is marked where it intersects its corresponding circle. The points thus plotted determine the location of the spiral, and the width of the spiral slot (if a slot is used as shown at 16 in FIG. 1) is made sufficient to permit easy reading of a number through the slot. If a plurality of holes 13 is used (see FIG. 2) the holes are placed at the intersection points identified above; again, the holes are made large enough to permit the easy reading of rating numbers therethrough.

In the final form which the game takes (for sale), the radial lines appear as shown at 14 on the spiral disc 12--at least the portion from the periphery of the disc inward as far as the window means because, in the embodiment shown, these radial lines extending inward to the window means constitute means to isolate a row (or at least a portion of a row) of one of the two sets of rows of rating numbers. It is not necessary, and probably not desirable, to have the concentric circles appear in the game in its finished form as it is offered for sale. The circles are shown in FIG. l in order to make clear how the spiral is plotted.

It should of course be pointed out that the concentric circles used to plot the spiral on disc 12 are substantially coincident with the concentric circles which establish one set of the rows of rating numbers which appear in the chart shown on disc 8. The reason for this is that the numbers are read through the window means in the disc 12.

Just as the radial lines 14 constitute means to isolate at least a portion of a row of one of the two sets of rows, the game mechanism also provides additional means cooperating with the isolated row (or portion) to indicate a single rating. In the embodiment of FIGS. 1-3, this additional means is the window means having the spiral configuration and discussed in detail above.

In its preferred embodiment, the game includes a plurality of different and distinguishable tokens which are selected by and represent the individual players and which are movable on the track. Such tokens may take any desired form, as for example a miniature baseball bat as shown at 20, a miniature railroad locomotive as shown at 22, a minature airplane as shown at 24 and so forth in as many numbers as are expected to play the game. Or, a plurality of tokens similar to that shown at 26 may be provided in different colors.

Referring now to the embodiment shown in FIGS. 4-6, as there shown, the two sets of rows are arranged vertically and horizontally. Furthermore instead of being identified by number, each row is identified directly on the game board by its corresponding circumstance or reaction, with the chart being printed on the board in much the same manner as set forth above. The board is provided with a playing track 44 in much the same manner as the embodiment shown in FIG. l.

The means to isolate at least a portion of a row of one of the two sets takes the form in this embodiment of a member 46 having window means therein which take the form of a slot 48. The member and the chart are mounted for movement relative to each other, and toward this end, the board 42 is slotted as shown at 50 and member 46 is provided with a T-shaped projection 52 which rides in the slot. In order to provide greater mechanical strength and stability, the right end of member 46, not shown here, rides in a similar slot, as will be understood by those skilled in the art.

Reference was made to the member 46 being means to isolate a row of one of the two sets. Additional means co-operating with the isolated row and movable relative to thechart into position to indicate a single rating is shown at 54 and takes the form of a rider mounted in grooves in the slot 48. The rider is provided with a handle S6 for ease of manipulation and with a Window 58 through which a rating number can be read.

In the modification shown in FIG. 7, the member 46 is provided with a plurality of windows 4S instead of a continuous slot. In this modification each window 48 is aligned with a vertical row of numbers and thus serves to indicate a single rating in the isolated row, depending upon the reaction selected by the participant.

OPERATION The game may be played by going around the track twice, once on a Tom Is Friendly basis and then on a Tom Is Unfriendly basis, with the first person to complete the second round being the winner.

The players are dealt equal numbers of playing cards 6 (FIG. 3). Everybody starts at space 1 of the track, for which the situation is Tom has a snowball in his hand when the school bully passes by. The players may decide in any of a number of ways who begins. The starting player looks at his cards, and decides which reaction is most likely for the situation set forth in space 1. Selecting the card with what seems to him the most likely reaction for Tom Is Friendly, he indicates his choice.

Using the Tom Is Friendly set of discs, the player grasps the outer edge of the bottom disc between his Ythumb and forefinger and turns the bottom disc until the number of the track space his piece occupies is opposite either arrow 2S or arrow 30, whichever is more convenient. For purposes of illustration, reference is here made to the enlarged View shown in FIG. 2. Naturally, everybody starts on space 1. Let it now be assumed that a player has advanced to space 3, so the situation facing a friendly Tom is, Tom is reaching for a cookie when his mother slaps his hand. The player turns bottom disc 8 until number 3 on the periphery is opposite arrow 28. Let it be assumed that the player has before him the cards shown in FIG. 3, and that he selects Tom Teases as the most likely reaction. The Tom Teases card carries number 6, so the player turns the top disc 12 until number "6 on its periphery is also aligned with arrow 28.

Following the radial line running inward from number "6 to the window means, the player reads the rating number which is visible through the window means. As can be seen from FIG. 2, that number is 7. The player then advances his playing piece (which may be any one of the tokens 20, 22, 24 or 26) seven spaces along the tracknamely from space 3 to space 10.

The player discards the card he just selected, and selects another from a supply pile in which the cards are stacked, preferably face down. Then the next player takes his turn.

It will be seen from the foregoing that, in the embodiment of FIGS. 1-3, the circumstance variables carry numbers according to position in the track, and that those numbers constitute a set of identifying indicia; moreover, the response variables also carry identifying numbers, which numbers also constitute a set of identifying indicia. The two sets of identifying indicia form part of the radial means to isolate a row (or a portion of a row) of one of the two sets of ratings. In the embodiment of FIG. 4, the circumstance and reaction rating rows are identified directly on the chart with their corresponding circumstances and variables, rather than by means of numbers.

In order to give the player a greater variety of responses from which he may make a selection, it may be 11 desirable to have the player discard not only the card he has just selected but also one other card, and then replace those by taking two cards instead of one from the supply pile.

Play for Tom Is Unfriendly is similar, except f course that the players must pick the most likely reaction for an unfriendly Tom.

The game is playable under a variety of rules. For example, instead of adhering to the assumption that Tom is friendly on the first time around the track and unfriendly the second time around the track, the game can be played under the rule that the player may determine for himself each time he takes his turn whether Tom is friendly or unfriendly. Other variations will be apparent to those skilled in the art.

Operation of the other embodiments shown will be easily understood by those skilled in the art from the explanation given above and need not be detailed here.

If desired, the situations set forth in the playing track may be divided into age groups. For example, it may be specified on the board that Tom is six to ten years old for the rst ten spaces, Tom is eleven and twelve years old for the next ten spaces, and so forth.

Although I have illustrated and discussed a number of embodiments of the invention, it should be understood that my invention is not limited t0 the forms shown, and that the scope of my invention is to be determined by the appended claims.

I claim:

1. In a psychology game in which participants try to select from a plurality of different responses to a given circumstance that response which has been predetermined to be most appropriate and therefore has the most advantageous game value:

(cz) a first member having indicia thereon comprising a plurality of said game values arranged in a plurality of spaced rows, each row having first indicia means carried by said member for identifying said row with one of a plurality of circumstances;

(b) a second member having spaced second indicia means thereon, each corresponding to one of said responses, said members being relatively movable in such manner that any one of said first indicia means 12 may be juxtaposed to any one of said second indicia means;

(c) means responsive to said juxtapositioning for isolating a single value in the row of values corresponding to one of said first indicia means, said values being s0 arranged in said rows that the magnitude of the thus isolated value corresponds to the degree of appropriateness of the selected response;

(d) a plurality of indicia bearing means each displaying an individual circumstance and an indicium corresponding to one of said iirst indicia means; and

(e) a plurality of other indicia bearing means each displaying an individual response and ian indicium corresponding to one of said second indicia means.

2. A game as in claim 1, in which one of the two pluralities of indicia bearing means comprises a track; and a plurality of loose pieces each one of which is identifiable with a participant and is adapted to progress along the track.

3. A game as in claim 2, in which the remaining one of the two pluralities of indicia bearing means comprises loose pieces each of which displays one indicium.

4. A game as in claim 1, in which one of the two pluralities of indicia bearing means comprises loose pieces each of which displays one indicium.

5. A game as in claim 1, in which one of the two pluralities of indicia bearing means comprises a track; and the remaining one of the two pluralities of indicia bearing means comprises loose pieces each of which displays one indicium.

References Cited in the file of this patent UNITED STATES PATENTS 651,811 Sexton June 12, 1900 1,709,634 Seybold Apr. 16, 1929 2,026,048 Kroif Dec. 31, 1935 2,026,580 Krofrt Jan. 7, 1936 2,044,506 Lundquist June 16, 1936 12,221,303 Shipley Nov. l2, 1940 2,237,707 Lazenby Apr. 8, 1941 2,530,187 Wolfe Nov. 14, 1950 2,742,290 Fasana Apr. 17, 1956 

1. IN A PSYCHOLOGY GAME IN WHICH PARTICIPANTS TRY TO SELECT FROM A PLURALITY OF DIFFERENT RESPONSE TO A GIVEN CIRCUMSTANCE THAT RESPONSE WHICH HAS BEEN PREDETERMINED TO BE MOST APPROPRIATE AND THEREFORE HAS THE MOST ADVANTAGEOUS GAME VALUE: (A) A FIRST MEMBER HAVING INDICIA THEREON COMPRISING A PLURALITY OF SAID GAME VALUES ARRANGED IN A PLURALITY OF SPACED ROWS, EACH ROW HAVING FIRST INDICIA MEANS CARRIED BY SAID MEMBER FOR IDENTIFYING SAID ROW WITH ONE OF A PLURALITY OF CIRCUMSTANCES; (B) A SECOND MEMBER HAVING SPACED SECOND INDICIA MEANS THEREON, EACH CORRESPONDING TO ONE OF SAID RESPONSES, SAID MEMBERS BEING RELATIVELY MOVABLE IN SUCH MANNER THAT ANY ONE OF SAID FIRST INDICIA MEANS MAY BE JUXTAPOSED TO ANY ONE OF SAID SECOND INDICIA MEANS; (C) MEANS RESPONSIVE TO SAID JUXTAPOSITIONING FOR ISOLATING A SINGLE VALUE IN THE ROW OF VALUES CORRESPONDING TO ONE OF SAID FIRST INDICIA MEANS, SAID VALUES BEING SO ARRANGED IN SAID ROWS THAT THE MAGNITUDE OF THE THUS ISOLATED VALUE CORRESPONDS TO THE DEGREE OF APPROPRIATENESS OF THE SELECTED RESPONSE; (D) A PLURALITY OF INDICIA BEARING MEANS EACH DISPLAYING AN INDIVIDUAL CIRCUMSTANCES AND AN INDICIUM CORRESPONDING TO ONE OF SAID FIRST INDICIA MEANS; AND (E) A PLURALITY OF OTHER INDICIA BEARING MEANS EACH DISPLAYING AN INDIVIDUAL RESPONSE AND AN INDICIUM CORRESPONDING TO ONE OF SAID SECOND INDICIA MEANS. 